D&D 5E Princes of the Apocalypse campaign recaps

zingbobco000

Explorer
I'm running this thing and there's a really big story behind it. So, when the gods were making the different dimensions which were part of the universe which was part of the multiverse (each dimension is run by different gods who sparsely communicate with each other but the universe is those collective dimensions and the multiverse is the trillions upon trillions of universes, some similar and some different [which explains why there are so many tables playing it]) there was something who kept destroying what they were making, the most powerful god... Tharizdun. He is the god of destruction virtually limitless in power, as long as things destroy other things he has power. The gods were angry that he was destroying their creations so they banded up to try and stop him, yes, all gods, good and evil. However, there was a problem, Tharizdun spans the universe, he exists in all the different dimensions (which is why he's a threat to all of them) and he is trying to take over the multiverse (of course, each version of him is trying to achieve the same goal so...). When the gods were fighting Tharizdun converted some of his most powerful angels into beings of pure destruction and also wiping their memory of him completely so their only knowledge is to destroy, that's what made the elemental princes. Now, the elemental princes were tough on there own but because all the gods were joining forces he was losing. So what did he do? He made not one, not two, but four planes of existence (the elemental planes) and then tethered them to each plane giving them the power of that plane. Of course, there was a side effect, the princes were now stuck on those planes! Because of that, Tharizdun lost the battle, but he was too powerful to be destroyed even with all dimension's gods banding together to destroy him so instead they stuck him in a prison demiplane where he lies to this day. There is a way for him to be freed however, if someone can create an elemental node to summon the princes they will keep their insane power and then they can destroy the material plane he shall be freed. But there is another unknown chance of Tharizdun being freed which I will say later.

Other then that the events of ToEE and RtToEE did happen. Now when you get to the temples you fight all of the prophets, so only certain ones (Aerisi and Vanifer) appear to flee. The reason for this is because reoccurring villains are always awesome so all the prophets have made less powerful "elemental simulcrums (basically just copies that can do the exact same thing but w/out lair actions)" to be in their place during the temple . The elemental simulcrums were gifts from each of the princes to their prophets. However, in the fane of the eye they should fight another of the elemental simulcrums (probably the one who fled like Aerisi or Vanifer) at the pyramid. However, the pyramid has a secret there's four missing gem sockets at the top of the pyramid which I'll explain more of, each true prophet has a gem. When the players fight the prophets each prophet manages to summon their prince but they summon them from a devastation orb (thanks SlyFlourish) and when the princes are defeated they do not return back to their plane (Yan-C-Bin will make it appear like he does but he really doesn't) they really go to the pyramid in the fane and when the players open the pyramid the princes are all there. Next step should be to allow for the players to control the princes and whoever wins is the last one remaining who becomes super-duper powerful (like a +6 to the CR) and then they have to fight the prince. However, that's not the end. The final way for him to be freed is for all of his princes to be defeated, since the players just caused that Tharizdun is summoned, but since all of his princes are dead he's at weaker power. I recommend using a weakened Tiamat stat block (but not the CR 15 version that's way too easy).

Sorry for long post.
 

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Creamsteak

Explorer
So to recap my party...

Rivergard Keep -> Feathergale Spire -> Temple of the Howling Hatred -> Sacred Stone Monastery

The party went in the front door asking questions and wanting to join the cult. They had a number of disguises going on. They were introduced to Qarbo who tried to set them up for the good old monster filled pit trap. The monk proceeded to beat Qarbo unconscious in a few seconds. The party dealt easily enough with the "upgraded" Umber Hulk.

A fight broke out between the group and the remaining guards/priests, but the party talked them down. They were apparently pretty serious about trying to get on the cult's good side. They were introduced to the Abbess, and the party monk (even though extremely wounded) got into a duel with her. The dice went the party's way, and the Abbess conceded.

This is when the monk revealed Windvane to the Abess, and thus revealed that the party were in-fact the people that wrecked the air temple ~7 days ago. Discussion was had. The Abess planned to take them to see her master... who would now be in the Fane of the Eye.

And that's where we left off.

Maybe the earth cultists want to work with the party to dispose of Windvane and thus completely end the air cultists? This would gain the ire of the 5th cult, but assuming Unrayle serves his earth princes motives and not the 5th cult, he would probably be interested in showing his power over the other cults by shutting down the air cults node.
 


DaveDash

Explorer
My group cleared out Feathergale spire (the fight at the top was VERY hard - the only won because they thunderwaved Thurl off the pinnacle) then talked their way straight into the depths of the howling hatred temple. They're level 4, so it's going to be interesting to see if they can get out in one piece.
 

Creamsteak

Explorer
Session last night.

The party joined with the earth cultists. Were escorted down to the Fane of the Eye where Marlos was waiting. This was slightly dangerous, even with the earth temple escorts. They chose to fight the giants, even after "playing games" with them.

When they got to Marlos, things started off being agreeable between the party and him. Then the Dwarf Priest took note of all the dwarven sacrilege the earth cult so willingly committed and started a fight. That player is a bit of a wild card... and the rest of the party did not want to take the dwarf's side on that fight. Marlos turned the gnome wizard to stone instantly at one point. The party ended up accepting a duel between the monk and Marlos. The monk fought blind. Marlos won.

The Vengeance Paladin/Arcane Trickster both willingly sacrificed the captured man without question. Marlos took this as enough of a concession for now. The fight ended, they went back up to the earth temple, and they let the party use a small barracks to rest while Marlos also rested and plotted.

When everyone was ready, Marlos gave them a quest and instruction on how to seal the Elemental Node of Air. The party agreed to do that... and started the trek through the Fain of the Eye.

Many traps were triggered. Many encounters were avoided. The Arcane Trickster touched the statue of the drow god and was "gifted" with a tentacle whip. The dwarf procured the dwarven thrower. The party met the chieftain of the minotaurs, but didn't fight him. They fed the harpies. Now they're on their way to the elemental air node... the howling caverns.

I intend to work some magic while the party is down there. The earth and water cults can gang up on the fire cult. The fifth cult agents are in a panic of sorts. They send Windhaven or whatever his name was to the air node ahead of the party to try to reason with them. They plan to have their water and earth cult allies sabotage things. On the surface, armies and adventurers are showing up in the region wondering what the :):):):) is going on. The cults have few numbers, but they have minor pocket elemental nukes... so they're going to go guerilla warfare on the surface. It should be fun.

The party is only 7th level, so the howling caves might be pretty challenging. The fane wasn't too bad... there are only a few combat encounters there that are all that serious... since they were not picking a fight with a prophet.
 

Rabbitbait

Adventurer
I, for one don't want to see this thread die. I'm really keen on reading about people's adventures all the way through PoTA, and this was the last surviving thread on it.

My PoTA adventure has gone way away from the written adventure over the last few weeks. This because they raised an army to storm the Air Temple, and have now been sucked into political situations. However, it is now back on track and last week they entered the Temple of Sacred Stone.

So, feel free to track back as far as you like - here is my adventure log. The last log is about them entering the temple, the 5 before that have nothing to do with the adventure as written, and the ones before that are kind of on track.

https://deathgrind.obsidianportal.com/adventure-log

I'm resurrecting the dead. Woo. Bad form, Rabbitbait, bad form.
 

I just started running Princes. My group spent the first session following the various clues around Red Larch, coming to the belief that the town revolves around children, considering how many clues are delivered by them. Anyway, by the end of this session they had come to the decision that something interesting(tm) was taking place in the Wagonworks and Quarry. By speaking to - and bribing - the halfling Stannor Bristlesomething, they learned about the secret passage into the Tomb, which they spent the second session investigating. The cage trap really threw them off, but they managed to get out after Grund ran away to get help and they started climbing on top of fallen cages. They captured Grund, freed the eleven year old, met the old man (who I combined with the boy's father, since I couldn't see much of a point to having them be separate people) and then fought and beat the Earth Priest. Since I started at level 3, I had the Bringers of Woe - upgraded to Thugs - run in on round two, giving us a pleasantly long and complex fight to end the session on.

I suspect that their questioning of their prisoners will lead them to the Sacred Stone monastery fairly quickly; they already learned about Ogremoch from one prisoner's rantings. We'll see how that goes!
 

Nebulous

Legend
Hey all, sorry, we had a bunch of people out of town and I've had some personal issues, we haven't played in a month and I have not been on Enworld either. We're slotted to play this Sunday afternoon. We've been emailing back and forth the past couple of days to get everyone up to speed and plan their actions before the session starts.

Last time...the Queen was killed, they rescued the elf noblewoman, they learned about the Elemental Princes of Good, Windharrow is messaging them and explaining stuff, the party is hurt pretty bad with a couple of people in single digits...

...and the wyvern spellknight has recruited reinforcements and is about to crash their little party.

They're in a pickle.
 

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